// *************************************************************************************************
//
// MK3D Engine
// --------------------------------------
// Copyright (C) 2007-2011 Zeb (mailto: zebbey@gmail.com)
//
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2.1 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
//
// *************************************************************************************************

#include "mk_header.h"
#include "mk_entity.h"
#include "mk_scene_node.h"
#include "mk_math.h"
#include "mk_camera.h"

namespace MK3DE
{
	CEntity::CEntity(CScene* pScene)
	{
		_scene = pScene;
		_sceneNode = NULL;

		_bVisible = TRUE;
		_bShadowCast = TRUE;
		_bShadowRecv = TRUE;
	}

	CEntity::~CEntity()
	{
		if (_sceneNode)
			_sceneNode->DeatachEntity(this);
	}

	void CEntity::_AttachSceneNode(CSceneNode* pNode)
	{
		_sceneNode = pNode;
		if (_sceneNode)
			UpdateWorldAABB();
	}

	void CEntity::Update(DWORD dt, BOOL bChanged)
	{
		if (bChanged)
			UpdateWorldAABB();
	}

	void CEntity::Render()
	{

	}

	void CEntity::RenderShadow(const D3DXMATRIX& matViewProj, const D3DXMATRIX& matWrap)
	{

	}

	void CEntity::UpdateWorldAABB()
	{
		if (!_sceneNode)
			return;

		TransformAABB(&_worldAABB, &_localAABB, &_sceneNode->GetAbsoluteTransformation());
	}

	void CEntity::ViewFrustumCulling(CCamera* camera, std::vector<CEntity*>& vecEntity)
	{
		if (camera->TestFrustumAABB(GetWorldAABB()))
			vecEntity.push_back(this);
	}
}